The article that follows is the most comprehensive list of 5e Magic Items, organized by rarity.
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Common Magic Items
A magic weapon that attaches to the arm of a warforged.
Armor of Gleaming
Armor that never gets dirty.
Band of Loyalty
You instantly die if reduced to 0 HP while wearing this ring.
Bead of Nourishment
A spongy, gelatinous bead that dissolves on the tongue and provides as much nourishment as one day’s rations.
Bead of Refreshment
A spongy, gelatinous bead that dissolves into up to a pint of liquid, turning it into cool drinking water.
Boots of False Tracks
Boots that can leave tracks of another humanoid of your size.
Bottle of Boundless Coffee
A metal thermos that produces an unlimited amount of perfectly warmed coffee.
A wearable bubble that contains one hour of breathable air and regains expended air daily at dawn.
Candle of the Deep
A magical candle that cannot be extinguished by water.
Cartographer’s Map Case
A special map case that has a chance of producing a map with a shortcut to your destination.
Armor made to be taken off extremely fast; you can doff this with an action.
A six-sided die that you can decide the outcome of before you roll.
Chest of Preserving
A chest that prevents food and other perishable items stored in it from decaying or aging.
A sphere that can be touched to remove all dirt and grime from your person and clothing.
Cloak of Billowing
A cloak that can billow dramatically at your command.
Cloak of Many Fashions
A cloak that can change colors, styles, and other aspects of its appearance.
An amulet that can be used to get a 10 on the die roll for an attack instead of rolling a d20.
Clothes of Mending
Traveler’s clothes that automatically mend themselves of daily wear and tear.
Coin of Delving
A coin enchanted for use in dungeon delving. It emits dim light and can be used to determine distances when dropped more than 5 feet.
Cuddly Strixhaven Mascot
A cuddly stuffed toy that can be used to give yourself advantage when making a saving throw to avoid or end the frightened condition.
Dark Shard Amulet
A warlock spellcasting focus that allows them to cast more spells then they could normally.
Your eyes glow red while wearing this helm.
Ear Horn of Hearing
An ear horn that suppresses the effects of the deafened condition while it is held up to your ear.
Earring of Message
A magical earring with charges that can be used to cast the Message spell.
A spellbook that can’t be damaged by fire or immersion in water. It also is immune to the effects of age.
A prosthetic eye that can replace a lost or removed eye.
A lantern that produces no heat but sheds 120 feet of light (60 feet of bright light followed by 60 feet of dim light).
Feather Token (Feather Fall)
A token that allows you to fall 60 feet per round and not take fall damage. The token’s magic is expended after a single use.
Hat of Vermin
A hat that allows you to summon a bat, a frog, or a rat.
Hat of Wizardry
A cone-shaped hat adorned with gold crescent moons and stars that can be used as a spellcasting focus for a wizard. Allows you to cast a cantrip you don’t know once a day.
Heward’s Handy Spice Pouch
A magical pouch that you can pull a pinch of any seasoning from.
Horn of Silent Alarm
A horn that can only be heard by a single target.
A magical tattoo that allows you to write from your fingertip as if it were a pen that never runs out of ink. You can also create writing that is invisible to everyone other than you and one named creature.
Imbued Wood Focus
Wands, rods, and staves cut from trees infused with extraplanar energy. Deals extra damage when casting spells of the wood’s specified damage type.
Instrument of Illusions
An instrument that allows you to create illusory visual effects while playing it.
Instrument of Scribing
When you use this instrument to write a message, it will magically disappear after 24 hours.
Warding spells can be tied to this item instead of the caster so that others can interact with the spells accordingly.
Lantern of Tracking
These lanterns can be used to track a specific creature type, burning bright green when within 300 feet of any creature of the specified type.
Lock of Trickery
A lock that magically adjusts to thwart burglars. Dexterity checks to pick it are made with disadvantage.
This small silver pin can be used to cast Disguise Self.
A morphing tattoo that can shift around your body and even be used to cast Disguise Self.
Medal of Muscle
A single-use magical item that can be squeezed to give the user advantage on Strength checks and Strength saving throws for one hour.
Medal of the Conch
A single-use magical item that can be rubbed to give the user a swimming speed equal to their walking speed for one hour.
Medal of the Horizonback
A single-use magical item that can be used as a reaction to increase the user’s AC by 5 for a single round of combat.
Medal of the Maze
A single-use magical item that can give the user advantage on Wisdom checks for an hour. Additionally, it can provide the quickest path to the end of a nonmagical path or maze.
Medal of the Meat Pie
A single use magical item that gives the user 2d4+1 temporary hit points.
Medal of the Wetlands
A single-use magical item that bypasses the effects of difficult terrain for its user for one hour.
Medal of Wit
A single-use magical item that gives the user advantage on Intelligence checks and Intelligence saving throws for the next hour.
This paint changes itself on your face to convey exactly which emotions you’re feeling and why you’re feeling them.
This sword sheds bright light in a 15-foot radius and dim light in a 15-foot radius beyond that.
This key has a small chance of unlocking any lock, but it can only do so once.
Orb of Direction
An orb that allows the user to know which direction north is so long as they are on the material plane.
Orb of Gonging
An orb with several notches that can be rotated on its body. When the notches are aligned, this orb gongs loudly until its notches are unaligned.
Orb of Shielding
Orbs made of various planar materials that each have an association with a specific damage type. When taking damage of that type, you can use your reaction to reduce the damage by 1d4.
Orb of Time
An orb that can be used on the material plane to determine whether it’s morning, afternoon, evening, or night.
Perfume of Bewitching
A single-use magical spray that gives the user advantage on Charisma checks against all humanoids CR 1 or lower for one hour.
Pipe of Remembrance
The smoke from this pipe lingers around its bearer and forms shapes to reenact their most heroic and impressive achievements.
Pipe of Smoke Monsters
The smoke from this pipe can be used to form any creature of your choice before losing shape after a few seconds.
Pole of Angling
This 10-foot pole comes with a command word that can turn it into a fishing pole complete with hook, line, and reel.
Pole of Collapsing
This 10-foot pole can be reduced to just a foot long with the use of its command word.
Pot of Awakening
You can plant a regular shrub in this pot to create an awakened shrub that is friendly toward you.
Potion of Climbing
A potion that gives you a climbing speed equal to your walking speed along with advantage on climbing checks.
Potion of Comprehension
A potion that gives the effects of the Comprehend Languages spell for 1 hour.
Potion of Healing
A common healing potion that heals for 2d4+2 HP.
Potion of Watchful Rest
A potion that allows you to remain awake during a long rest while still gaining its benefits. It also protects you from magical sleep.
A small pill that, when swallowed, allows you to ignore the effects of swimming at depths greater than 100 feet.
A magical prosthetic limb that can’t be removed against your will.
Rope of Mending
A 50-foot rope that can always be reassembled if its parts are put back together.
Ruby of the War Mage
A ruby that, when attached to a weapon, allows the weapon to be used as your spellcasting focus.
This pen writes in magical ink that is always visible to those with the Mark of Scribing. Otherwise, the writer chooses whether it is visible or not to everyone else.
Sekolahian Worshiping Statuette
The small statue of a shark comes to life and attacks any Tiny sea-dwelling creature that comes within 1-inch of it, dealing 1 piercing damage.
Shield of Expression
The bearer of this shield can use a bonus action to change the expression of the face carved on the front of it.
A suit of clothing that can shift its appearance into one of five options.
Wisps of harmless, odorless smoke come off of this armor while it is worn.
This is a polished piece of dragonshard that holds information, almost like a magical book. You can access it and store information in it by opening your mind to the shard.
Spyglass of Clairvoyance
Allows you to map the natural terrain around a point you can see that is no more than a mile away from you.
Staff of Adornment
Three objects that weigh no more than 1 pound each can float above the tip of this staff until it is no longer in your possession.
Staff of Birdcalls
A staff that can be used to create a wide variety of bird calls.
Staff of Flowers
A staff that can be used to create nonmagical flowers.
A pennant of one of the five colleges of Strixhaven that sheds light when it is waved.
This doll says a series of sayings that you teach it whenever certain stimuli are met.
Tankard of Plenty
A dwarven tankard that refills with 3 pints of rich dwarven ale when its command word is spoken.
Tankard of Sobriety
Any alcohol drinken from this tankard will not cause you to become inebriated.
This small cube of brimstone keeps the surrounding 15 feet at a constant 95 degrees Fahrenheit.
This arrow can’t be broken except when in an Antimagic Field
This cane becomes a longsword when its command word is spoken, but this act can only be performed once.
You can hide a tool kit inside this that can only be found on a DC20 investigation check. You can also use this kit to cast Charm Person once a day.
A tiny clockwork crab that must be wound up in order to operate.
This ammunition has a chance of knocking its target prone.
Wand of Conducting
This wand can create orchestral music when waved around as if directing an orchestra.
Wand of Pyrotechnics
This wand can shoot off small fireworks.
Wand of Scowls
You can use this wand to force a humanoid to scowl for a minute if they fail a DC10 Charisma save.
Wand of Smiles
You can use this wand to force a humanoid to smile for a minute if they fail a DC10 Charisma save.
An attachment for warforged that allows them to store a wand on their arm and utilize it without holding it in their hand.
Uncommon Magic Items
Armor reinforced with adamantine turns any critical hit into a normal hit.
This jug always seems to have liquid sloshing around in it. In fact, it can produce a wide variety of liquids from fresh water to mayonnaise.
A piece of magical ammunition that provides a +1 bonus to attack and damage rolls.
Amulet of Proof Against Detection and Location
An amulet that hides you from detection magic.
Amulet of the Drunkard
This amulet allows the wearer to regain 4d4+4 hit points when consuming a pint of alcohol.
Bag of Bounty
This bag provides nourishment for up to 10 humanoids.
Bag of Holding
This bag can hold much more than its outside appearance would let on.
Bag of Tricks
The small fuzzy objects pulled from this bag can be thrown to transform into a wide variety of beasts that are friendly to you and your companions.
Balance of Harmony
This scale can be used to cast Detect Good and Evil as a ritual.
The trapped air elemental inside of this backpack fills a balloon, allowing the wearer to benefit from the effects of either Levitate or Feather Fall.
Blood of the Lycanthrope Antidote
A potion that can remove the curse of lycanthropy.
When you reduce a target to 0 HP with this spear, you gain 2d6 temporary hit points.
This boomerang provides a +1 to attack and damage rolls made with it.
Boots of Elvenkind
These boots make your steps silent and give you advantage on stealth checks that rely on sound.
Boots of Striding and Springing
These boots increase your walking speed to 30 feet and prevent your speed from being lowered if you are encumbered or wearing heavy armor. They also allow you to jump three times your normal jumping distance.
Boots of the Winterlands
These boots allow you to tolerate cold weather and conditions with ease. They even give you resistance to cold damage and allow you to ignore difficult terrain caused by ice or snow.
This bottle holds a breath of elemental air, which you can use to hold your breath for an hour or to cast the Gust of Wind spell.
Bracers of Archery
These bracers provide a +2 bonus to ranged attacks made with longbows and shortbows as well as proficiency in both weapons.
Brooch of Living Essence
This brooch forces identifying spells to treat you as a neutral-aligned humanoid.
Brooch of Shielding
This brooch provides resistance to force damage and immunity to the Magic Missile spell.
Broom of Flying
You can fly on this magical broom.
Cap of Water Breathing
If you speak this cap’s command word while wearing it underwater, it creates a bubble of air around your head, allowing you to breathe.
Circlet of Blasting
This circlet can be used to cast an extra accurate Scorching Ray once a day.
Circlet of Human Perfection
This circlet turns its wearer into an attractive human of average height and weight. It can only be attuned to a human.
Cloak of Elvenkind (Piwafwi)
While this magically camouflaged cloak’s hood is up, you have advantage on stealth checks, and perception checks made to find you are made with disadvantage.
Cloak of Protection
This cloak provides its wearer a +1 to AC and to saving throws.
Cloak of the Manta Ray
While this cloak’s hood is up, you have a swimming speed of 60 feet and can breathe underwater.
Coiling Grasp Tattoo
This tattoo of intertwining patterns can produce inky tendrils that reach out from you and grapple your foes.
This small glass sphere’s command word will cause it to emanate light as if it were the source of the Light spell.
Crown of the Forest
While wearing this crown, creatures automatically fail any investigation check to see through illusions.
This cursed stone gives you advantage on one ability check of your choice each day. However, your next two checks are made with disadvantage. You cannot get rid of this stone without removing the curse.
Decanter of Endless Water
This decanter can produce an endless amount of water. As an action, simply say one of its three command words, and the corresponding quantity of water will pour out of it.
Deck of Illusions
When a card is pulled randomly from this 34-card deck, it can be used to create an illusion of a creature specified by the card.
This small glass sphere can produce either the Light or Daylight spells. It can also float 5 feet off the ground and follow you around.
Dust of Corrosion
This small packet of dust corrodes any nonmagical ferrous metals in a 10-foot cube.
Dust of Deliciousness
This powder makes food taste excellent, but it comes at a cost. Those who eat it have disadvantage on Wisdom checks and saving throws for 1 hour.
Dust of Disappearance
There is enough dust in one packet to turn you and every creature and object within 10 feet of you invisible for 2d4 minutes.
Dust of Dryness
A pinch of this dust turns a 15-foot cube of water into a marble-sized pellet that can later be cracked to release the stored water.
Dust of Sneezing and Choking
While this dust appears to be Dust of Disappearance, it actually causes you and everyone in a 10-foot radius to make a Constitution saving throw or sneeze uncontrollably.
This symbiotic life form buries behind your ears and into your brain and allows you to cast Detect Thoughts and Dissonant Whispers.
This bow has three extradimensional spaces within it, and as such, it can hold many arrows, bows, and even weapons like spears or long swords.
Elder Cartographer’s Glossography
This small tome grants advantage on Intelligence and Wisdom checks related to geographical features or locations.
Eldritch Claw Tattoo
This clawlike tattoo allows you to deal more damage with your melee weapon attacks and unarmed strikes and to make those at a range of 15 feet.
These gems hold one of the four core elementals and can summon them when broken.
An emerald pen requires no ink to write. It also allows you to cast Illusory Script at will without requiring material components.
This bottle can produce endless smoke that heavily obscures an area with a maximum radius of 120 feet.
Eyes of Charming
These glasses allow you to cast Charm Person three times a day.
Eyes of Minute Seeing
These glasses give you advantage on investigation checks that rely on sight when closely surveilling an area or object.
Eyes of the Eagle
These glasses give you extraordinary vision at far distances and give you advantage on perception checks that rely on sight.
This crystal shard of the feywild can be used as a spellcasting focus for sorcerers, even allowing them to harness wild magic when they use their metamagic abilities.
These goggles, which can only be worn by a creature with the mark of finding, allow you to add a d4 to insight checks and give you the ability to determine the last creature who touched any object.
Gauntlets of Ogre Power
These gauntlets give you a strength score of 19, unless your score is already 19 or higher.
Gem of Brightness
This gem creates bright light that can be focused into a blinding beam if you expend charges.
Gloves of Missile Snaring
These gloves allow you to reduce the damage of an ranged attack that would hit you, even to the point of catching the missile.
Gloves of Swimming and Climbing
While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to athletics checks made to do either activity.
Gloves of Thievery
These gloves, which are invisible while worn, give you a +5 to sleight of hand checks and a +5 to dexterity checks used to pick locks.
These goggles give you 60 feet of darkvision.
Goggles of Object Reading
These goggles give you advantage on arcana checks about creatures or objects that you can see.
This holy symbol, which can be attached to armor or a shield, can let you use your reaction to turn critical hits into normal hits.
These signets allow you to cast a spell associated with the respective guild of Ravnica.
This cursed necklace gives you a +1 to all ability checks and saving throws, but it also afflicts you with lycanthropy.
Hat of Disguise
This hat allows you to cast Disguise Self at will.
Headband of Intellect
These gauntlets give you an intelligence score of 19, unless your score is already 19 or higher.
When this weapon kills a humanoid, their soul is sent to the River Styx to be reborn as a lemure devil.
Helm of Comprehending Languages
You can cast Comprehend Languages at will while wearing this helm.
Helm of Telepathy
You can use this helm to cast Detect Thoughts and Suggestion and even send telepathic thoughts to the mind of another creature.
Helm of Underwater Action
This helm gives you 60-feet darkvision, a swimming speed of 30 feet, and the ability to breathe underwater.
This +1 battleaxe deals maximum damage when hitting a plant creature or an object made of wood.
This rod has the ability to become completely immovable, even when defying gravity.
Infernal Puzzle Box
The puzzle boxes, made of infernal iron, cannot be opened by magical means or damaged in any way. They can only be opened by solving the mundane puzzle unique to the box.
These goggles allow someone with the mark of finding to trace the auras of living creatures.
Insignia of Claws
This insignia gives you a +1 to attack and damage rolls made with unarmed strikes and natural weapons.
Javelin of Lightning
This magical javelin can become a bolt of lightning, hitting every creature on its path to your target.
This ointment restores health, cures poison, and ends diseases.
Lantern of Revealing
Invisible creatures and objects are visible in the light of this lantern.
This +1 mace was owned by a follower of Lathander and deals extra damage to undead.
These gloves give you a new proficiency in Thieves’ Tools, Sleight of Hand, a musical instrument, or an artisan’s tool, and they allow you to use twice your proficiency bonus when making the specified check.
A magic textbook that allows you to make improved religion and history checks. In addition, it allows you to cast any one cleric or wizard spell without a spell slot each day.
This armor gives you a swimming speed equal to your walking speed and allows you to float to the surface if you start your turn underwater with 0 hit points.
Mask of the Beast
You can use this mask to cast Animal Friendship.
Medallion of Thoughts
You can use this medallion to cast Detect Thoughts.
Mind Carapace Armor
This armor, which can only be attuned by a mind flayer or one of its thralls, gives the wearer advantage on Intelligence, Wisdom, and Charisma saving throws as well as immunity to the frightened condition.
Armor made of mithral does not impose disadvantage on stealth checks.
A powerful harness that allows you to use your spell slots to cast spells that you do not know or have prepared.
Mummy Rot Antidote
This potion cures you of mummy rot.
This cloak, which can be used as a spellcasting focus for rangers or druids, can be used to Hide in even lightly obscured conditions.
Necklace of Adaptation
This magic necklace lets you breathe normally in any environment. Additionally, it gives you advantage on saving throws against harmful gases and vapors.
This small whistle allows you to Animate Dead.
Oil of Slipperiness
Covering a creature in this oil puts them under the effects of the Freedom of Movement spell for 8 hours, while pouring it on the ground has the same effect as the Grease spell for 8 hours.
A stone that allows you to summon the spirit of an orc war chief to fight for you three times.
This magical paper bird will fly to its target so long as it is on the same plane. Messages are typically written on these.
Pearl of Power
You can use this pearl to regain a spell slot, although slots of 4th and higher come back as 3rd-level spell slots.
Periapt of Health
This pendant gives you immunity from contracting any diseases.
Periapt of Wound Closure
This pendant stabilizes you whenever you’re dying at the start of your turn. It also lets you double the hit points you regain whenever you roll hit dice.
Philter of Love
After drinking this philter, you’re charmed by the next creature you see for an hour, potentially even viewing them as your true love.
Pipes of Haunting
These pipes release such an eerie tune that when you play them, creatures around you are frightened.
Pipes of the Sewers
These pipes allow you to control a swarm of rats.
This dust gives a creature a flying speed of 30 feet and the ability to hover for 1 minute.
Potion of Advantage
This potion gives you advantage on one ability check, attack roll, or saving throw that you make within the next hour.
Potion of Animal Friendship
This potion lets you cast Animal Friendship at will for the next hour.
Potion of Fire Breath
This potion lets you breathe fire (one target 30 ft range, DC 13 Dex save, 4d6 fire damage, half damage on a successful save) three times over the course of the next hour.
Potion of Greater Healing
This healing potion lets you regain 4d4+4 hit points.
Potion of Growth
This potion gives you the “enlarge” effect of an Enlarge/Reduce spell for 1d4 hours.
Potion of Poison
This looks and tastes like a potion of healing but is actually a poison that deals 3d6 poison damage and can poison you, continuing to deal damage until you successfully save against Constitution.
Potion of Resistance
This potion gives you resistance to a predetermined damage type for 1 hour.
Potion of Water Breathing
This potion lets you breathe underwater for an hour.
A magic textbook that allows you to make improved acrobatics and performance checks. In addition, it allows you to cast any one bard or sorcerer spell without a spell slot each day.
This helm allows you to cast the Levitate spell on yourself.
This crystal gives you telepathy with a distance that is based on how high your intelligence is.
This is an experimental flamethrower that has a chance of dealing damage to you as well as your opponents.
A magic textbook that allows you to make improved arcana and nature checks. In addition, it allows you to cast any one druid or wizard spell without a spell slot each day.
Quiver of Ehlonna
This is another name for an Efficient Quiver.
This is another name for Keoghtom’s Ointment.
Ring of Jumping
This ring allows you to cast Jump on yourself as a bonus action at will.
Ring of Mind-Shielding
This ring prevents anyone from reading your mind, determining if you’re lying, or any other similar divination. While wearing it, you determine who can communicate telepathically with you.
Ring of Obscuring
This ring allows you to cast Fog Cloud centered on yourself.
Ring of Swimming
This ring gives you a swimming speed of 40 feet.
Ring of Truth Telling
This ring gives you advantage on insight checks to determine if someone is lying to you.
Ring of Warmth
This ring gives you resistance to cold damage and protection from weather as low as -50 degrees Fahrenheit.
Ring of Water Walking
This ring lets you stand on and walk across any liquid surface as if it were solid ground.
Rings of Shared Suffering
This pair of rings binds their wearers together. So long as both rings are worn, damage is split between the two wearers evenly, however, so are any effects that would heal a wearer.
Robe of Serpents
This rope is covered in stylized serpents that you can use to summon actual giant poison snakes to fight for you.
Robe of Useful Items
This robe is covered in patches, each with a depiction of a useful item. When you pull a patch, it becomes an ordinary version of that object.
Rod of Retribution
This rod allows you to deal lightning damage as a reaction to taking damage from a creature within 60 feet of you.
Rope of Climbing
This rope is excellent for climbing as you can command it to move as you deem necessary. You can even command it to knot itself, providing advantage to climbing checks made with it.
Saddle of the Cavalier
This saddle prevents you from being thrown out of it as long as you’re conscious. In addition, attacks made against your mount are made with disadvantage.
This one-time-use dart can find any target you’re familiar with so long as it’s within 120 feet of you. It deals 1d4 piercing damage and 3d4 lightning damage on a hit.
The Message spell can be sent from one sending stone to its pair and vice versa once a day.
This shield gives you advantage on initiative rolls and perception checks.
Serpent Scale Armor
This scale mail armor lets you apply your full dexterity modifier to your AC and does not impose disadvantage on stealth checks.
This +1 magical longsword automatically crits when it hits an object. It can’t be damaged by nonmagical sources.
This shield gives an additional +1 bonus to AC on top of the normal +2 bonus a shield would offer.
A magic textbook that allows you to make improved intimidation and persuasion checks. In addition, it allows you to cast any one bard or cleric spell without a spell slot each day.
This +1 magic quarterstaff also provides a +1 to spell attack rolls. Additionally, you can use it to blind flying creatures as a reaction when they make an attack against you.
Slippers of Spider Climbing
These shoes allow you to walk on vertical and upside-down surfaces.
Smokepowder is an explosive used to launch projectiles from firearms.
These coins carry souls within them and can be used for a variety of purposes.
These are small earpieces that allow you to communicate telepathically with others who are wearing a spies’ murmur.
Staff of the Adder
You can turn the head of this staff into a poisonous snake, which you can use to make melee attacks.
Staff of the Python
Speaking this staff’s command word turns it into a giant constrictor snake under your command.
Stone of Good Luck (Luckstone)
This stone gives you a +1 to ability checks and saving throws.
Stone of Ill Luck
While this looks like a luckstone, it’s actually a cursed stone that gives you a -2 to ability checks and saving throws.
This boomerang deals thunder damage to its target on top of the normal bludgeoning damage and even has a chance to stun.
Sword of Vengeance
This is a cursed +1 sword that forces you to attack any creature that deals damage to you until one of you has been dropped to 0 HP.
This potion ends the Polymorph effects of a thessaltoxin.
Travel Alchemical Kit
This is a combination kit of alchemists’ supplies and poisoner’s kit.
Trident of Fish Command
You can use this to cast Dominate Beast on a beast that has an innate swimming speed.
You can use a bonus action to create an illusory effect both on this clothing and one that rises off of it, such as ruffling grass and floating butterflies.
Wand of Entangle
You can use this wand to cast Entangle.
Wand of Magic Detection
You can use this wand to cast Detect Magic.
Wand of Magic Missiles
You can use this wand to cast Magic Missile.
Wand of Secrets
You can use this wand to find secret or trap doors near you.
Wand of Web
You can use this wand to cast Web.
Weapon of Warning
This weapon protects you from being surprised, wakes you if you are sleeping when combat begins, and gives you advantage on initiative rolls.
Any weapon that gives you a +1 on attack and damage rolls.
Wheel of Wind and Water
This allows someone with a Mark of Storm to control the elemental inside of an airship.
You can use this fan to cast Gust of Wind.
These boots give you a flying speed equal to your walking speed but only 4 hours at a time.
This suit allows you to fly, but you lose altitude at the end of each turn.
Winter’s Dark Bite
This is a +1 greatsword that works as a +3 greatsword when fighting against a thesselhydra.
A magic textbook that allows you to make improved survival and nature checks. In addition, it allows you to cast any one druid or wizard spell without a spell slot each day.
This Yklwa gives you a +1 to attack and damage rolls made with it.
Rare Magic Items
This +1 sword can give you temporary hit points and impose disadvantage on the next saving throw a target you hit with an attack would make.
This can be used as both a spellbook and spellcasting focus for a wizard. This book has an affinity for transmutation magic.
A piece of magical ammunition that provides a +2 bonus to attack and damage rolls.
Amulet of Health
These gauntlets give you a constitution score of 19, unless your score is already 19 or higher.
Amulet of Protection from Turning
This amulet protects undead from effects that would turn them.
Armor of Resistance
This armor has resistance to a predetermined damage type.
Armor of Vulnerability
This cursed armor gives you resistance to one damage type while giving you vulnerability to two others from slashing, piercing, or bludgeoning.
This armor gives you a +1 to AC.
This shield gives you an additional +2 AC bonus against ranged attacks.
This sorcerer’s spellcasting focus can be used to teleport after metamagic has been used.
This can be used as both a spellbook and spellcasting focus for a wizard. This book has an affinity for divination magic.
Atlas of Endless Horizons
This can be used as both a spellbook and spellcasting focus for a wizard. This book has an affinity for conjuration magic.
Badge of the Watch
These badges, given out by the Open Lord of Waterdeep, provide a +2 bonus to AC if you aren’t carrying a shield.
Bag of Beans
Planting these magical beans in the ground can produce a wide variety of interesting outcomes from chaotic treants to beanstalks that take you to other planes.
Banner of the Krig Rune
This war rune banner gives several benefits to the bearer, such as immunity to the frightened condition, the ability to see invisible creatures, and protection from ranged attacks.
This +1 shield can push creatures back incredibly far and even knock them prone.
Bead of Force
These beads explode on impact, dealing force damage to creatures in a 10-foot radius and then enclosing them in a sphere of force.
This silver implement covered in bells can be used as a spellcasting focus for druids or warlocks. It can be used to determine if aberrations, celestials, constructs, elementals, fey, fiends, or undead are nearby.
Belt of Dwarvenkind
This belt bestows several dwarven benefits upon the wearer, such as improved constitution, healthy beard growth, and poison resistance.
This +1 axe gives you a bonus to your hit point maximum equal to your level. However, it is also a cursed axe that gives you a chance of going berserk and attacking the closest creature to you everytime you take damage.
This stone contains the blood of a creature and can be used to find any creature that shares blood with it, such as a blood relative.
This +2 mace produces a silver piece every time it is used to slay an undead.
This boomerang provides a +2 bonus to attack and damage rolls made with it.
Boots of Levitation
These boots allow you to cast Levitate on yourself at will.
Boots of Speed
These boots allow you to double your speed for a total of 10 minutes each day, even providing disadvantage to opportunity attacks made against you.
Bowl of Commanding Water Elementals
You can use this bowl to summon a water elemental as if you had cast Conjure Elementals.
Bracer of Flying Daggers
You can pull and throw an infinite amount of daggers from these bracers.
These bracers provide a +2 to AC if you’re wearing no armor and not using a shield.
Brazier of Commanding Fire Elementals
You can use this bowl to summon a fire elemental as if you had cast Conjure Elementals.
Bridle of Capturing
You can use this bridle to cast Dominate Beast.
This apron allows you to reroll damage on one weapon attack each turn. Additionally, your slashing weapons score critical hits on 19s and 20s.
Cape of the Mountebank
You can use this cape to cast Dimension Door, leaving smoke behind at the location you left.
Cauldron of Plenty
This cauldron can create hot stew for hundreds of people with just a few gallons of water.
Censer of Controlling Air Elementals
You can use this bowl to summon an air elemental as if you had cast Conjure Elementals.
Charm of Plant Command
This charm lets you cast Speak with Plants and gives you advantage on charisma checks to influence plants.
Chime of Opening
This chime can be used to magically unlock various types of locks, but it can only be used 10 times before breaking.
This rose provides you resistance to a specified damage type and prevents you from taking more than 10 points of damage of that type a single time. You can also use this to deal a blast of its specified damage in a 20-foot cone.
Claw of the Wyrm Rune
This claw is extremely useful in fighting dragons. It provides resistance to breath weapons and can be used to impose all damage vulnerabilities on a dragon for a single round of combat.
Claws of the Umber Hulk
These gauntlets count as melee weapons that deal 1d8 of slashing. In addition, they give you a burrowing speed of 20 feet.
Cloak of Displacement
This cloak makes you appear to be not quite in the spot you’re in, imposing disadvantage on attacks made against you.
Cloak of the Bat
You can use this cape to fly while in darkness or dim light. You can even use this to polymorph into a bat.
In addition to knocking out a killer polka, the magical concertina can be used to freeze an area of mist or water up to 30 feet in diameter and 6 inches deep completely solid.
This +1 weapon deals an extra 1d8 of damage to undead.
This blade deals extra radiant damage and can even be used to regain hit points equal to the radiant damage it deals.
Cube of Force
This small cube creates a large cube of force 15 feet to a side with varying effects depending on the amount of charges you expend.
Daern’s Instant Fortress
When you speak the command word, this small metal cube turns into a square fortress tower, 20 feet high and 30 feet to each side.
Dagger of Blindsight
This dagger gives you 30-feet blindsight.
Dagger of Venom
This +1 dagger can deal poison damage and poison your targets if you use an action to cause it to become magically coated in venom.
This flail counts as a holy symbol, deals extra radiant damage, and can even produce incense that allows you and your allies to regain hit points.
These shackles prevent a creature from any form of extradimensional travel.
A docent is a small sentient sphere designed to assist and advise the warforged that it is attached to. As such, it provides medical assistance and has one of several random properties.
Dodecahedron of Doom
This large 20-sided die causes a number of powerful arcane effects depending on the side that rolls face up.
This +1 sword deals an extra 3d6 to dragons.
Dragon Wing Bow
This weapon is infused with the essence of a dragon, and its ammunition deals extra damage of the type associated with that dragon’s breath weapon. Additionally, when you attempt to load it with no ammo, it creates a piece of magical ammunition.
This +1 armor grants resistance to dragon’s breath weapons.
This is a +1 dagger that deals an extra 1d6 acid damage. Against enemies of the Cult of the Dragon, this becomes a +2 dagger that deals an extra 2d6 acid damage.
This can be used as both a spellbook and spellcasting focus for a wizard. This book has an affinity for illusion magic.
This whistle gives you a flying speed that’s double your walking speed for as long as you blow it, which you can do for a number of rounds equal to 5 times your Constitution modifier.
Elemental Essence Shard
This shard can be used as a spellcasting focus for a sorcerer. It also has a specific property relating to its elemental essence of air, earth, fire, or water.
Elixir of Health
This potion cures any disease afflicting you and ends the blinded, deafened, paralyzed, and poisoned conditions.
You are automatically considered proficient with this +1 chain armor.
Failed Experiment Wand
This wand only has two charges and casts either a green Fireball or a blue Lightning Bolt at random.
Far Realm Shard
This shard can be used as a spellcasting focus for a sorcerer. It also creates a tentacle that lashes out and deals psychic damage to a target whenever you use your metamagic.
Feather of Diatryma Summoning
This feather can become a Diatryma (statistics for an Axe Beak) that is friendly to you and your companions and can even be used as a mount.
Several types of these tokens exist, such as anchor or whip, and each of them has a different single-use ability.
You can speak this sword’s command word to set it ablaze. While flaming, it deals an extra 2d6 fire damage and sheds light for 80 feet.
If this chariot is pulled by one or more flying creatures, it can fly as well.
This small wooden box can be turned into a medium-sized boat or a large ship, depending on which command word you speak.
This can be used as both a spellbook and spellcasting focus for a wizard. This book has an affinity for evocation magic.
Galder’s Bubble Pipe
This pipe, which blows bubbles instead of smoke, can be used to cast Fog Cloud or Misty Step and can even summon a steam mephit.
This cursed blade is anywhere from a +1 to a +3 blade, but you subtract that much from your rolls whenever you make a death-saving throw.
Gauntlets of Flaming Fury
These gauntlets turn any weapon you hold into a magic weapon, and they can even cover your weapons in magical flames to deal an extra 1d6 fire damage.
Gavel of the Venn Rune
This gavel is useful in solving disputes in a friendly manner. It can cause the first person that makes an attack to take psychic damage equal to half the damage they dealt, and it makes attack rolls against you have disadvantage.
Gem of Seeing
You have 120 feet of truesight when peering through this gem.
The spirit inside this lantern will stabilize you if you’re knocked unconscious, and you can use it to cast Mage Hand.
This +1 axe or sword deals an extra 2d6 to giants and has a chance of knocking them prone.
Glamoured Studded Leather
When you speak this +1 armor’s command word, you can cause it to change appearance to another type of clothing or armor.
This staff is made from evil wood that causes blights and other evil plants to view you as non-hostile. You can use this magical quarterstaff to regain health equal to the damage you dealt.
Heart Weaver’s Primer
This can be used as both a spellbook and spellcasting focus for a wizard. This book has an affinity for enchantment magic.
Hell Hound Cloak
You can use this cloak to polymorph into a hell hound. However, it is a cursed cloak, and after a period of time there’s a chance of the transformation becoming permanent and losing your sense of self.
Helm of Teleportation
You can use this helm to cast the Teleport spell.
Helm of the Gods
You can use this god to pray to the gods of Theros. Each god will grant you a different spell that you can cast with it. This helm also allows you to know the location of any celestials or fiends within 30 feet of you.
Heward’s Handy Haversack
The haversack has three interdimensional spaces for storing a great amount of objects. When you reach for a specific item, it’s always on top.
Hook of Fisher’s Delight
This small fishing hook can conjure one of four magical fish each day.
Horn of Blasting
This horn produces an incredible blast that can deal 5d6 thunder damage and stun a creature.
Horn of the Endless Maze
Once a week, you can use this horn to summon 3d4+4 warrior spirits that look like minotaurs to fight alongside you.
Horseshoes of Speed
When all four of these horseshoes are affixed to a horse or similar creature, its speed is increased by 30 feet.
Iron Bands of Billaro
You can speak this sphere’s command word to have it become several iron bands that restrain a target creature.
Knave’s Eye Patch
This eyepatch gives you advantage on sight-based perception checks, immunity to the Sunlight Sensitivity trait, and immunity to magic that would allow other creatures to read your thoughts or determine if you’re lying.
Leather Golem Armor
This armor is a repurposed leather golem. It provides a myriad of benefits, such as lightning absorption and an immutable form, but is cursed and has a chance of driving you berserk.
Libram of Souls of Flesh
This can be used as both a spellbook and spellcasting focus for a wizard. This book has an affinity for necromancy magic.
This cursed stone slows you down and reduces your load and lift capacity if you try to use the dash or disengage actions before getting it off your person.
Lyre of Building
This bard’s lyre can be used to cast Mending, Fabricate, Move Earth, Passwall, and Summon Construct. It can also be used as a reaction to give a structure immunity to damage it would take.
Mace of Disruption
This mace deals an extra 2d6 radiant damage to fiends and undead. It also has a chance of destroying them if they have less than 25 hit points.
Mace of Smiting
This +1 mace becomes a +3 mace when used against constructs. On a critical hit, this mace automatically deals 7 extra bludgeoning damage or 14 damage against a construct.
Mace of Terror
This weapon can releases a wave of terror that has a chance to frighten each creature of your choice in a 30-foot radius.
Mantle of Spell Resistance
This mantle gives you advantage on all saving throws against spells.
This amulet is used to control a Shield Guardian.
In the hands of a mind flayer or one of its thralls, this is a magic weapon that deals an extra 2d6 psychic damage on a hit.
In the hands of a mind flayer, this magic whip deals an extra 2d4 psychic damage on a hit and imposes disadvantage on Wisdom, Intelligence, and Charisma saving throws for a minute.
Mirror of the Past
You can use this mirror to see the history of a specific object or creature.
While you’re wearing this armor, any critical hit against you becomes a normal hit and you take no damage if you succeed on a Strength or Constitution saving throw forced by a magical effect.
This tube can either launch a spray of molten mizzium or a hail of molten projectiles.
Molten Bronze Skin
This armor contours to your skin, gives you resistance to fire damage, and does not impose disadvantage on stealth checks.
Necklace of Fireballs
This necklace is made up of a number of beads that can be thrown down to cast Fireball.
Necklace of Prayer Beads
This necklace is made up of a number of different beads, each of which can cast a different healing spell.
Needle of Mending
You can speak this needles command word to turn it into a +1 magical dagger and back again. You can also use this to cast the Mending spell.
Oil of Etherealness
A creature coated in this oil can travel in the ethereal plane.
Opal of the Ild Rune
This opal has a fire rune on it that you can use to manipulate fire in several ways. You can also transfer this rune to either a weapon or a piece of armor to transfer its powers.
Orb of the Stein Rune
This orb has a stone rune on it that gives you the hardiness of stone in several ways. You can also transfer this rune to boots or a piece of armor to transfer its powers.
Outer Essence Shard
This shard, which can be used as a spellcasting focus for a sorcerer, holds the essence of an outer plane. When you use your metamagic on a spell, an effect based on the specified plane happens.
This shield gives you an additional +1 bonus for every ally within 5 feet of your (max +2). You can also use this shield to take the damage that another creature within 5 feet of you would take.
Periapt of Proof against Poison
This pendant gives you immunity to the poisoned condition and poison damage.
A +1 shortsword that allows you to regain the maximum amount of hit points every time you roll a hit die so long as you eat twice as much food in a day as you normally would.
Piwafwi of Fire Resistance
This is a cloak of elvenkind that also offers resistance to fire damage.
This can be used as both a spellbook and spellcasting focus for a wizard. This book has an affinity for conjuration magic.
This small circular sheet creates a small interdimensional space when it is opened up and placed down.
Potion of Aqueous Form
This potion transforms you into a pool of water for 10 minutes. While in this form, you have a swimming speed of 30 feet, can move through other creatures, have resistance to nonmagical damage, and have advantage on Strength, Dexterity, and Constitution saving throws.
Potion of Clairvoyance
Drinking this potion puts you under the effects of the Clairvoyance spell.
Potion of Diminution
This potion gives you the “reduce” effect of Enlarge/Reduce for 1d4 hours.
Potion of Gaseous Form
This potion puts you under the effects of Gaseous Form for 1 hour.
Potion of Superior Healing
This healing potion allows you to regain 8d4+8 HP.
Potion of Heroism
This potion gives you 10 temporary hit points and the effects of the Bless spell for 1 hour.
Potion of Invulnerability
This potion gives you resistance to all damage for 1 minute.
Potion of Maximum Power
You deal maximum damage the first time you cast a damage-dealing spell of 4th level or lower after drinking this potion.
Potion of Mind Reading
This potion gives you the effects of Detect Thoughts.
A professor orb is a sentient orb of quartz with extensive knowledge of four narrow subjects.
Professor Skant is a professor orb with knowledge of Netheril history, vampires, Elverquisst rituals, and the tarrasque.
This can be used as both a spellbook and spellcasting focus for a wizard. This book has an affinity for abjuration magic.
Quaal’s Feather Token
A more specific name for a feather token.
This concertina gives a +2 bonus to a bard’s spell-save DC. It can also be used to cast Otto’s Irresistible Dance once a day.
Ring of Animal Influence
This ring can be used to cast Animal Friendship, Fear, and Speak with Animals.
Ring of Evasion
When you fail a dexterity saving throw, you can use this ring to succeed instead.
Ring of Feather Falling
When you fall while wearing this ring, you descend 60 feet each turn and take no damage from falling.
Ring of Free Action
This ring prevents magic from reducing your speed, paralyzing you, or restraining you, and it allows you to ignore the effects of difficult terrain.
Ring of Protection
This ring gives you a +1 to AC and saving throws.
Ring of Resistance
This ring gives you resistance to a damage type.
Ring of Spell Storing
This ring can store up to five levels worth of spells at a time, which the wearer can then cast as they would normally.
Ring of Temporal Salvation
If you die while wearing this ring, you vanish and reappear in a nearby location reinvigorated.
Ring of the Ram
This ring produces a spectral ram’s head made of force that you can launch into creatures or objects.
Ring of X-Ray Vision
When you speak this rings command word you gain the ability to see through solid objects as if they were transparent.
Robe of Eyes
This robe is covered in eyes, allowing you to see in all directions. Additionally, this gives you 120-feet darkvision and allows you to see invisible objects and into the ethereal plane.
Robe of Summer
This robe gives you resistance to cold damage and makes you consistently comfortable, as if enjoying a nice summer day.
Rod of Rulership
You can use this rod to charm people, making them view you as their trusted leader.
Rod of the Vonindod
This rod can be used to cast Locate Objects, and its range is increased to 10 miles when used to detect adamantine objects.
Rope of Entanglement
You can hold one end of this rope and speak its command word to force it to entangle and restrain a creature.
Saint Markovia’s Thighbone
This functions as a Mace of Disruption. However, it crumbles if it scores one or more hits against a vampire in a single battle.
Scissors of Shadow Snipping
A fey or spellcaster can use these scissors to detach a humanoid from its shadow.
Donning or doffing this armor causes you to take 100 poison damage, but this plate armor offers up a few great benefits.
This doesn’t impose disadvantage on stealth checks or on any saving throws to resist extreme heat, and it gives you a +5 bonus to initiative rolls.
Scroll of Protection
These scrolls create an invisible barrier that prevents the passage of a specific creature type.
This longsword deals an extra 1d10 poison damage.
Shadowfell Brand Tattoo
This tattoo gives you 120-feet darkvision and advantage on stealth checks. Additionally, once a day, you can use this to become incorporeal when you take damage, taking half the damage you normally would.
This shard, which can be used as a sorcerer’s spellcasting focus, allows you to curse individuals after you use metamagic.
Shield Guardian Amulet
An amulet used to control a shield guardian.
Shield of Far Sight
These shields are created by mind flayers and used to see through as long as they are on the same plane of existence.
Shield of Missile Attraction
This cursed shield causes any ranged attacks against creatures within 10 feet of you to target you instead, but it does give you resistance to damage from ranged attacks.
This shield gives an additional +2 bonus to AC on top of the normal +2 bonus a shield would offer.
Siren Song Lyre
This lyre can be used to cast Animal Friendship, Charm Person, Enthrall, or Suggestion once a day.
This staff, which deals an extra 1d6 poison damage when wielded as a magical quarterstaff, can be used to cast Spider Climb or Web.
Staff of Charming
This staff can be used to cast Charm Person, Command, or Comprehend Languages. It can also be used to turn enchantment spells back toward their casters.
Staff of Defense
This staff gives you a +1 to AC and can be used to cast Shield or Mage Armor.
Staff of Healing
This staff can be used to cast Cure Wounds, Lesser Restoration, or Mass Cure Wounds.
Staff of Swarming Insects
This staff can be used to cast Giant Insect or Insect Plaque. It can also be used to conjure a harmless swarm of insects that heavily obscure an area.
Staff of the Ivory Claw
This staff provides a +1 bonus to spell attack rolls and deals an extra 3d6 radiant damage when you score a critical hit on a spell attack.
Staff of the Woodlands
This druid staff provides a +2 bonus to all attacks made with it and can be used to cast a wide variety of spells. Additionally, it can be transformed into a tree.
Staff of Withering
This magic quarterstaff can be used to deal an extra 2d10 necrotic damage.
Stone of Controlling Earth Elementals
You can use this bowl to summon an earth elemental as if you had cast Conjure Elementals.
This crystal provides advantage on investigation checks. It also can be used to cast Speak with Animals, Speak with Dead, and Speak with Plants.
A blade of sunlight can spring forth from this hilt. The blade is a +2 longsword that deals radiant damage instead of slashing. It also deals an additional 1d8 radiant when it hits undead.
You can hurl this +2 warhammer and cause it to explode, dealing fire damage to each creature in a 20-foot radius. The hammer then returns to you and can’t explode in this way until you finish a short or long rest.
Sword of Life Stealing
When you score a critical hit with this weapon, it deals an extra 1d10 of necrotic damage, and you regain as many hit points.
Sword of Wounding
Hit points lost to this weapon can only be regained by a short or long rest.
This tablet has the sigil sequence of an existing teleportation circle on it. It can be broken to create a teleportation circle that leads there.
You can use the three tentacles on the end of this rod to make long-ranged melee attacks.
The ammo from this +1 sling can ricochet from its first target to a second target.
These magical lungs replace your own lungs and allow you to breathe normally in any condition.
This weapon deals an automatic extra 7 damage when you roll a 20 on an attack roll.
Wand of Binding
This wand can be used to cast Hold Person or Hold Monster. It can also be used to help you resist being paralayzed, restrained, or grappled.
Wand of Enemy Detection
You can use this wand to sense the location of hostile creatures.
Wand of Fear
This wand can be used to cast Command or to frighten a large group of creatures.
Wand of Fireballs
This wand can be used to cast Fireball.
Wand of Lightning Bolts
This wand can be used to cast Lightning Bolt.
Wand of Paralysis
This wand can be used to paralyze creatures.
Wand of Viscid Globs
This wand shoots globs that can restrain creatures for up to an hour.
Wand of Winter
This wand can be used to cast Ray of Frost, Sleet Storm, or Ice Storm.
Wand of Wonder
When you expend a charge, this wand produces one of a wide variety of effects at random.
Weapon of Certain Death
When you damage a creature with this weapon, they can’t regain hit points until the start of your next turn.
This weapon provides a +2 bonus to attack and damage rolls made with it.
This backpack-like tank contains a water weird within it.
Wings of Flying
You can speak this cloak’s command word to turn it into a pair of bat or bird wings and gain a flying speed of 60 feet for one hour.
This +1 greataxe deals an extra 2d6 slashing damage to plants or wooden objects.
This yklwa provides a +2 bonus to attack and damage rolls made with it.
Very Rare Magic Items
This chest can be used to conjure any nonmagical item.
This tattoo gives you resistance to a specified damage type. Once a day, you can also use a reaction to gain immunity to that damage type and regain hit points equal to half the damage you would’ve taken.
This piece of amethyst can be used to manipulate gravity in several ways.
A piece of magical ammunition that provides a +3 bonus to attack and damage rolls.
Amulet of the Black Skull
This amulet allows you to teleport 100 feet to a location you are familiar with, but it has a chance of transforming you in a myriad of ways when it does so.
Amulet of the Planes
This amulet can be used to either cast Plane Shift or teleport to a random plane of existence.
This shield can protect you while you aren’t physically wielding it, leaving your hands free.
This arcane cannon can fire off a number of different elemental blasts.
Arcane Propulsion Arm
This prosthetic arm can be used as a ranged projectile weapon that flies from your body, dealing 1d8 force damage to a target.
This armor provides a +2 bonus to AC.
Arrow of Slaying
These arrows are designed to slay a specific creature. When they strike the creature, they deal an extra 6d10 piercing damage.
Bag of Devouring
While this looks like a bag of holding, it’s actually the mouth of an extra dimensional creature that eats most organic matter put into it.
Battle Standard of Infernal Power
This banner is powered by a small quasit. It makes the weapons of you and your allies within 300 feet magical for the purposes of overcoming resistances and immunities.
Blade of the Medusa
When you make a critical hit with this weapon, it has a chance of petrifying your target.
This scepter grants resistance to fire and lightning damage and can be used to cast Thunderwave at 4th level.
This +2 axe deals extra necrotic damage to creatures that aren’t undead or constructs.
Bobbing Lily Pad
This lily pad functions as a vehicle with a walking, flying, and swimming speed of 20 feet.
This boomerang provides a +3 bonus to attack and damage rolls made with it.
Bracelet of Rock Magic
This cursed bracelet protects you from being petrified until you successfully save against Flesh to Stone while wearing it, at which point it casts the spell on you and petrifies you on a failed save.
Candle of Invocation
These candles belong to a specific alignment and provide creatures of the alignment advantage on attack rolls, saving throws, and ability checks.
Carpet of Flying
Four sizes of these flying carpets exist with each traveling at a different speed and being able to carry a different weight.
Cauldron of Rebirth
While this cauldron has many uses, it’s most notable use is the ability to have a recently deceased body stored in it so that it may cast Raise Dead on the creature.
This device can be used to slow down time, giving you or another creature an extra action in a turn.
Cloak of Arachnida
This cloak gives you several spider-like features, such as resistance to poison damage and a climbing speed that allows you to walk on vertical surfaces and upside-down on ceilings.
Conch of Teleportation
This conch can be used to cast the Teleport spell.
This item allows you to cast Scrying.
This crystal sphere is both a spellcasting focus and spellbook for wizards with a number of spells psychically encoded in it when you first receive it.
This magical sword can hover in the air and move freely to attack creatures at your command.
This armor gives you +1 AC and the ability to speak abyssal and has two claw weapons attached to it. However, it is cursed to give you disadvantage when dealing with demons.
These four types of elemental orbs explode after 1d100 hours, causing a disastrous effect to overcome a sphere with a mile radius.
This device allows you to manipulate space, either by phasing out of the material plane or folding space so that a distant location is only 5 feet away for you.
This spell can be thrown to dispel any active spell up to 5th level.
Dragon Scale Mail
This +1 armor gives you resistance to the damage type associated with the dragon’s scales your armor is made of.
This item appears to be a rod until you speak its command word, spawning a radiant warhammer of pure sunlight to appear. It is a +2 warhammer that deals radiant damage instead of bludgeoning and deals an extra 1d8 damage to undead.
This armor provides a +2 to AC. Additionally, if you are ever forced to move, you can reduce the distance by 10 feet.
This +3 warhammer can be used as a thrown weapon. When it is used in such a way, it deals 1d8 damage and flies immediately back to your hands.
Dyrrn’s Tentacle Whip
This symbiotic tentacle, which can retract into your arm, functions as a +2 magical whip that deals an extra 1d6 psychic damage and can stun your targets.
This bottle holds an efreeti in it, which has a chance to either attack you, serve you, or grant you three wishes.
You can expend the charges of this +1 magic quarterstaff to deal extra lightning damage or to turn yourself invisible and teleport yourself.
This device allows you to conjure aberrations or cast the Bane spell.
This magical sword gives you resistance to fire damage and deals an additional 1d6 cold damage on melee attacks.
Ghost Step Tattoo
This tattoo allows you to become incorporeal for a period of time.
Helm of Brilliance
The many gems on this helm provide a variety of benefits. You can pull off gems to cast spells, but once there are no more of a specific gem on the helm, you stop receiving the benefit associated with it.
Helm of Devil Command
This helm allows you to telepathically communicate with all devils within 1,000 feet of you. It also allows you to cast Dominate Monster by expending charges.
Heward’s Hireling Armor
This +1 armor has several extradimensional spaces on it.
These rings allow you to ignore magical restrictions in Undermountain.
Horseshoes of a Zephyr
While all four of these horseshoes are attached to a horse or similar creature, it can move normally while floating 4 inches off the ground.
This is +1 leather armor. You can expend charges while wearing this armor to deal extra necrotic damage when you hit a creature with an attack.
If you cast a cantrip while wearing these bracers, you can use a bonus action to cast it a second time.
Ingot of the Skold Rune
This shield rune ingot bestows several benefits onto you while it’s on your person. Its magic can also be transferred to a weapon or shield.
Javelin of Backbiting
This +2 javelin has extra range, deals extra damage, and flies back to your hand after it’s thrown.
This symbiotic ooze gives you resistance to poison and acid damage, an acid breath weapon, and the ability to take an amorphous shape that can squeeze through an opening as small as 1 inch.
Last Stand Armor
If you die while wearing this +1 armor, each celestial, fey, and fiend must succeed on a DC 15 saving throw or be banished to its home plane of existence.
This tattoo gives you resistance to necrotic damage. Additionally, once a day, when you would drop to 0 hit points, you can drop to 1 hit point instead.
This +1 armor gives you resistance to necrotic, poison, and psychic damage. However, its symbiotic nature requires you to sacrifice half your hit dice to it at the end of a long rest or suffer one level of exhaustion.
This ensemble is made up of a helm, an amulet, and a robe that function as a single magic item with various properties while inside of Waterdeep.
Manual of Bodily Health
You can consume the magic of this manual to increase your Constitution score by 2.
Manual of Gainful Exercise
You can consume the magic of this manual to increase your Strength score by 2.
Manual of Golems
A manual of this type is needed to create a golem.
Manual of Quickness of Actions
You can consume the magic of this manual to increase your Dexterity score by 2.
Mirror of Life Trapping
This mirror can trap up to 12 creatures in its extradimensional cells.
These orbs control the altitude and movement of the sky castles that they are keyed to.
Nine Lives Stealer
This +2 sword can be used to immediately steal the life force of a creature with less than 100 hit points remaining.
Nolzur’s Marvelous Pigments
This paint can be used to create the real nonmagical items that you draw with it.
You can use this bow to declare a sworn enemy. This bow offers a number of benefits when used against that enemy, such as extra damage and advantage on attack rolls.
Oil of Sharpness
When this oil is applied to a weapon or piece of ammunition that deals slashing or piercing damage, it gains a +3 bonus to attack and damage rolls and becomes magical for an hour.
Orb of the Veil
While this orb is on your person, your wisdom score increases by 2, you gain 60 feet of darkvision, and you have advantage on perception checks to discover hidden doors and paths.
Ornithopter of Flying
You can use this item to fly. It has a flying speed of 30 feet.
Pennant of the Vind Rune
This wind rune pennant offers a number of benefits, such as a flying speed of 20 feet, protection from suffocation, and the ability to cast Levitate as a bonus action. Its magic can be transferred to armor, boots, or a cloak.
This winged helm gives you advantage on initiative rolls and a flying speed of 60 feet.
When you score a critical hit against a creature with this blade, there’s a chance that the creature will be affected by the Polymorph spell.
Potion of Flying
This potion gives you a flying speed equal to your walking speed and the ability to hover for 1 hour.
Potion of Invisibility
This potion makes you invisible for 1 hour.
Potion of Longevity
This potion reduces your physical age by 1d6+6 to a minimum of 13 years old.
Potion of Possibility
After drinking this potion, you gain two Fragments of Possibility, which you can use to reroll any two ability checks, attack rolls, or saving throw rolls for the next 8 hours.
Potion of Speed
This potion grants you the effects of the Haste spell for 1 minute.
Potion of Supreme Healing
This potion allows you to regain 10d4+20 hit points.
Potion of Vitality
This potion heals you of all poisons, diseases, and levels of exhaustion you are suffering. It also allows you to regain the maximum number of hit points whenever you roll Hit Dice for the next 24 hours.
This dust can be sprinkled on a dead humanoid to cast Reincarnate on its soul if it is willing.
Ring of Red Fury
This ring allows you to breathe water, and it gives you a swimming speed equal to your walking speed. Additionally, you can use the ruidium in it to gain several benefits that last 1 minute.
Ring of Regeneration
While wearing this ring you regain 1d6 hit points every 10 minutes. It also allows you to regain missing body parts after several days.
Ring of Shooting Stars
This ring can be used to cast several spells. It can also be used to create balls of lightning and shooting stars that deal lightning and fire damage respectively.
Ring of Telekinesis
This ring allows you to cast the Telekinesis spell at will.
Robe of Scintillating Colors
This robe sheds bright lights that give creatures that can see you disadvantage on attack rolls against you.
Robe of Stars
You can pull a star off of this robe to cast Magic Missile at 5th level. You can also use this robe to enter the Astral Plane.
Rod of Absorption
This rod can be used to absorb incoming spells and turn them into charges, which can then in turn be used to cast a number of spells.
Rod of Alertness
This rod gives you advantage on perception checks and initiative rolls, can be used to cast a number of detection spells, and provides a protective aura that boosts the AC of you and your allies.
Rod of Security
This rod can be used to teleport 200 creatures to a paradise that exists in extraplanar space.
Rotor of Return
This item can be used to summon up mundane objects from somewhere on the same plane of existence. It can also be used to teleport to a specific location locked into its memory.
This armor gives you a swimming speed equal to your walking speed, the ability to breathe water, and resistance to psychic damage.
This shield gives you a swimming speed equal to your walking speed, the ability to breathe water, and resistance to psychic damage. It can also be used to reflect psychic-damage-dealing attacks to another creature within 30 feet of you.
This shield gives you resistance to lightning and psychic damage. It can also be used to locate aberrations.
Scimitar of Speed
You can make one additional attack with this +2 scimitar as a bonus action on each of your turns.
Shard of the Ise Rune
This ice rune shard grants several icy benefits, such as resistance to fire damage and an icy mantle that protects from the physical damage types. Its magic can be transferred to a cloak or set of boots.
Shield of the Uven Rune
This shield confers several benefits onto its wielder, such as resistance to cold damage, the ability to cast the Bane spell, and the ability to deal necrotic damage as a reaction when hit with a melee attack.
This shield gives an additional +3 bonus to AC on top of the normal +2 bonus a shield would offer.
Sling Bullets of Althemone
Each of these +2 sling bullets has one of several different extra abilities.
Gnomes with a Mark of Scribing can touch a speaking stone to cast Sending focused on another speaking stone.
Spear of Backbiting
This +2 spear has extra range, deals extra damage, and flies back to your hand. However, it is a cursed weapon that flies and stabs you in the back if you roll a 1 on an attack roll with it.
This spell gives you advantage on saving throws against spells and other magical effects, and spells have disadvantage against you.
Staff of Dunamancy
This staff can be used to cast Fortune’s Favor, Pulse Wave, or Gravity Sinkhole.
Staff of Fate
This +3 magical quarterstaff has charges that can be expended to give out d4s in a method very similar to bardic inspiration.
Staff of Fire
This staff can be used to cast Burning Hands, Fireball, or Wall of Fire.
Staff of Frost
This staff can be used to cast Cone of Cold, Fog Cloud, Ice Storm, or Wall of Ice.
Staff of Power
This +2 staff also provides a +2 to AC, saving throws, and spell-attack rolls. Additionally, it can be used to cast a number of spells by expending charges.
Staff of Striking
You can expend charges when you make a melee attack with this +3 magical quarterstaff to deal extra force damage on a hit.
Staff of Thunder and Lightning
This +2 magical quarterstaff has a number of properties that you can trigger, such as dealing lightning damage after a melee attack, stunning targets with a clap of thunder, or firing out a bolt of lightning.
Steel is a +2 sentient longsword that can be used to cast Revivify.
Sword of Sharpness
This weapon deals maximum damage when it hits. It also has a chance to deal extra slashing damage and even sever limbs.
Sword of the Paruns
This +1 magical longsword can be used to rally your allies. After you Attack, Dash, or Dodge, you can inspire your allies to make a reaction that allows them to perform a similar activity.
Timepiece of Travel
You can use this device to cast Longstrider or Teleport on yourself. Additionally, this device can give you clear and safe directions to a location within 10 miles.
Tome of Clear Thought
You can consume the magic of this manual to increase your Intelligence score by 2.
Tome of Leadership and Influence
You can consume the magic of this manual to increase your Charisma score by 2.
Tome of Understanding
You can consume the magic of this manual to increase your Wisdom score by 2.
This +1 magical quarterstaff also provides a +1 on spell-attack rolls. Additionally, you can expend charges to cast a number of spells from it.
Wand of Polymorph
You can use this wand to cast the Polymorph spell.
This helm gives you a +1 bonus to AC and advantage on perception checks that rely on sight. Additionally, you can use this helm to cast See Invisibility.
This weapon gives you a +3 bonus on attack rolls and damage rolls made with it.
Wheel of Stars
This device gives you a +1 bonus on Wisdom-saving throws and the ability to cast a number of spells. Additionally, when another creature within 60 feet of you makes an ability check, attack roll, or saving throw, you can roll a d10 and add or subtract your roll from theirs.
This yklwa gives you a +3 bonus on attack rolls and damage rolls made with it.
Legendary Magic Items
Apparatus of Kwalish
This apparatus is a large lobster-shaped vehicle with a variety of abilities.
Apparatus of the Crab
Another name for the Apparatus of Kwalish.
Armor of Invulnerability
This armor gives you resistance to nonmagical damage and can even be used to give you immunity to nonmagical damage for 10 minutes each day.
This armor gives you a +3 bonus to AC.
This +3 sentient battleaxe ignores the effects of Shield and similar barriers of force.
Belashyrra’s Beholder Crown
This symbiotic crown can be used to cast a number of spells. However, Belashyrra can see through its eyestalks if she is on the same plane of existence as it.
Black Crystal Tablet
This tablet can be used to cast Eyebite or Gate once a day.
Black Dragon Mask
Dragon masks provide a number of benefits such as resistance to the damage type associated with the dragon’s color, the ability to speak and understand Draconic, and a once-a-day legendary resistance. The Black Dragon Mask is associated with acid damage and allows you to breathe underwater.
This +3 sentient greatsword devours souls.
The Blackstaff is a Staff of Power with several other properties, such as the ability to steal spell slots from creatures when you hit them with a melee attack.
Blood Fury Tattoo
This tattoo lets you deal extra necrotic damage on melee attacks and regain HP equal to the damage you dealt. It also lets you make a reaction attack when you are hit with melee attacks.
Blue Dragon Mask
Dragon masks provide a number of benefits, such as resistance to the damage type associated with the dragon’s color, the ability to speak and understand Draconic, and a once-a-day legendary resistance.
The Blue Dragon Mask is associated with lightning damage and allows you to stop creatures from making reactions when you deal lightning damage to them.
This +3 dagger can cast Dimension Door and Compulsion. It can also be used as a compass or to shed bright light.
Cloak of Invisibility
You can pull the hood of this cloak up to become invisible.
Crystal Ball of Mind Reading
Along with the normal benefits of a crystal ball, this can be used to cast Detect Thoughts.
Crystal Ball of Telepathy
Along with the normal benefits of a crystal ball, this can be used to cast Suggestion.
Crystal Ball of True Seeing
Along with the normal benefits of a crystal ball, this can be used to give you 120-feet true sight.
The 6 sides of this cube are each keyed to a different plane of existence. You can cast Plane Shift with it to travel to one of the keyed targets
This helm provides different abilities in its Dormant, Awakened, and Exalted states. In general, these goggles are used to spot invisible enemies.
Dawnbringer is a sentient Sun Blade with the added ability to cast Lesser Restoration. It is a kind and compassionate sword that is also fierce and destructive to enemies of the light.
Deck of Many Things
Drawing a card from this deck can cause one of 22 incredible events to occur from changing alignment, to gaining 10,000 experience, all the way to being chased by an incarnation of Death.
Deck of Several Things
This deck is very similar to the Deck of Many Things but has several different cards in it.
You can transfer the bonuses of this +3 legendary sword to your AC the first time you attack on each of your turns.
This +3 magical weapon deals an extra 3d6 force damage when it hits a dragon.
Dragonstaff of Ahghairon
This staff gives you advantage on all saving throws against the spells and breath weapons of dragons. It can also be used to allow a dragon into Waterdeep.
Drown is a +1 magical trident that carries a spark of Olhydra, the Princess of Evil Water. It gives you resistance to cold damage, the ability to speak Aquan fluently, and the ability to cast Dominate Monster, but it makes you extremely covetous and greedy.
This armor gives you a +3 bonus to AC and immunity to fire damage, along with the ability to speak Primordial.
This +3 battleaxe deals an extra 2d8 necrotic damage when you roll a 20 on an attack roll. You regain hit points equal to the necrotic damage you deal this way.
Flail of Tiamat
When you hit with this +3 flail you can deal an extra 5d4 damage of acid, cold, fire, lightning, or poison. This flail also has a powerful breath weapon that can be in any of the listed damage types.
Gloves of Soul Catching
These gloves give you a Constitution score of 20, unless your score is already higher. These also deal extra damage when you make a successful unarmed strike with them.
Greater Silver Sword
This +3 greatsword provides advantage on Intelligence, Wisdom, and Charisma saving throws, immunity to being charmed, and resistance to psychic damage.
Green Dragon Mask
Dragon masks provide a number of benefits such as resistance to the damage type associated with the dragon’s color, the ability to speak and understand Draconic, and a once-a-day legendary resistance.
The Green Dragon Mask is associated with poison damage and allows you to breathe underwater.
This wizard spellbook comes preloaded with a wide variety of spells. It also increases the number of spells you can prepare in a day and gives you advantage on saving throws against spells and other magical effects.
This +1 greataxe was sized for giants and deals 3d12 slashing damage on a hit. You can also use this greataxe to cast a version of Heat Metal that deals cold damage.
Hammer of Thunderbolts
You must be wearing a Belt of Giant Strength and Gauntlets of Ogre Power to wield this weapon. This hammer increases your Strength score by 4 and has charges that can be expended to throw the hammer and create a massive thunderclap on a hit.
Hazirawn is a neutral evil sentient +2 greatsword that deals an extra 2d6 necrotic damage on a hit.
Helm of the Scavenger
This chair is used to propel and maneuver a ship known as the Emerald Angel through the air.
Hide of the Feral Guardian
This armor provides different benefits depending on if it is in its dormant, awakened, or exalted state. Its bonus to AC ranges from +1 to +3, and it can polymorph you into a Giant Owl, Cave Bear, or a Guardian Wolf.
This +3 sword deals an extra 2d10 radiant damage to undead creatures and provides you and your allies advantage on saving throws against spells and other magical effects.
Holy Symbol of Ravenkind
This holy symbol can paralyze vampires and turn undead. It can also create bright sunlight.
Icon of Ravenloft
This statuette can be used to cast Protection from Evil and Good or Augury. It also increases the save DC of the Turn Undead or Turn the Unholy features.
An infernal tack can be used to command a nightmare, a powerful undead horse creature.
This skeleton key provides different benefits depending on if it is in its dormant, awakened, or exalted state. It has several properties and can cast several spells that are all useful in thievery.
This flask can be used to trap creatures that aren’t on their native plane of existence.
This +2 war pick is infused with a spark of Ogremoch, Prince of Evil Earth. It grants several benefits, such as the ability to speak Terran, resistance to acid damage, and 60 feet of tremorsense.
Jewel of Three Prayers
This amulet has many properties that are unlocked as it rises through its different states: dormant, awakened, and exalted.
It provides a bonus to AC (up to +3), can be used to cast Invisibility, and can be used to end several conditions on yourself, among many other abilities.
This scepter can be wielded as a +3 magic club. It can also be used to cast Sending and Teleport or to determine the distance to the surface when underground or underwater.
Lost Crown of Besilmer
This crown gives you advantage on saving throws against effects that could charm you, resistance to psychic damage, and the ability to inspire creatures.
This +1 sword gives you a +1 bonus on saving throws. It can also be used to cast Wish and to reroll one attack roll, saving throw, or ability check each day.
This beacon can be used to create Fragments of Possibility, small objects that can be used to reroll any attack roll, ability check, saving throw, or damage roll of you or any creature you see.
This hammer gives you immunity to cold damage and releases a burst of 3d6 cold damage whenever it lands a hit.
Moonblades are incredible magical weapons created by the elves that have several runes on them that grant random abilities.
This sentient orb curses humanoids who touch it, knocking them unconscious and giving them terrifying visions.
Nepenthe is a sentient Holy Avenger who hungers for justice and blood.
Nether Scroll of Azumar
This scroll increases your Intelligence score by 2, gives you advantage on saving throws against spells and other magical effects, and creates a stone golem that acts as your ally.
This small pearl can turn a 10-mile-radius area into night.
Obsidian Flint Dragon Plate
This armor provides a +2 bonus to AC and gives your resistance to poison damage. It also gives you advantage on ability checks and saving throws to avoid and end the grappled condition on yourself.
This +2 greataxe can be used to drop an orc to 0 hit points if you roll a 20 on your attack roll. It also protects you from being surprised by orcs while you’re not incapacitated and from the frightened condition.
Plate Armor of Etherealness
You can use this magic armor to cast the Etherealness spell on yourself.
This scarf is covered in scales that you can pull off to activate one of several powerful abilities.
Potion of Dragon’s Majesty
This potion transforms you into an adult dragon for 1 hour.
Potion of Giant Size
This potion makes you huge for 24 hours and increases your Strength score to 25.
This plate armor gives you advantage on Strength-saving throws, a +1 bonus to AC, and a Strength score of 18 (unless your score is already higher). It also has a wide variety of abilities that are activated by using up its power cells.
Pyxis of Pandemonium
Any creature that touches this vessel gains the benefits of a short rest but starts to hear telepathic whispers convincing them to open it. If it is opened, one of several undesirable effects may happen.
This knife can imprison up to five souls in it. If it is full, you can use it to activate an ability that immediately kills a creature you attack that has 75 or fewer hit points.
Red Dragon Mask
Dragon masks provide a number of benefits, such as resistance to the damage type associated with the dragon’s color, the ability to speak and understand Draconic, and a once-a-day legendary resistance.
The Red Dragon Mask is associated with fire damage and allows you to burn creatures when you deal fire damage.
Ring of Air Elemental Command
This ring allows you to cast Dominate Monster on an air elemental and confers several other benefits upon you.
Ring of Djinni Summoning
This ring can be used to summon a djinni that obeys your commands for as long as you hold your concentration to a maximum of 1 hour.
Ring of Earth Elemental Command
This ring allows you to cast Dominate Monster on an earth elemental and confers several other benefits upon you.
Ring of Elemental Command
The general category for rings of this type.
Ring of Fire Elemental Command
This ring allows you to cast Dominate Monster on a fire elemental and confers several other benefits upon you.
Ring of Invisibility
You can use this ring to turn yourself invisible.
Ring of Spell Turning
This spell gives you advantage on saving throws against spells that target only you. Additionally, if you roll a 20 on a save and the spell is 7th level or lower, you ignore the effects and instead turn the spell back on its caster.
Ring of Three Wishes
This ring can be used to cast Wish three times.
Ring of Water Elemental Command
This ring allows you to cast Dominate Monster on a water elemental and confers several other benefits upon you.
Robe of the Archmagi
This robe gives you a base AC of 15 + your dexterity modifier if you aren’t wearing armor, advantage on saving throws against all spells and magical effects, and increases your spell save DC and spell attack bonus by 2.
Rod of Lordly Might
This +3 weapon has six buttons that allow it to transform and activate several different abilities, such as becoming a Flame Tongue or a battering ram with a +10 bonus on Strength checks made to break through barriers.
Rod of Resurrection
This rod can be used to cast Heal and Resurrection.
Ruby Weave Gem
This gem can be used to ignore the material components of spells. It also allows you to prepare a spell from any spell list each day.
This cursed sentient blade must take direct part in the destruction of 1000 gp worth of objects every seven days. It offers many benefits, such as the ability to cast Disintegrate and Blight.
Scarab of Protection
This beetle-shaped medallion gives you advantage on saving throws against spells. It can also be used to turn a failure into a success when an undead creature forces you to make a saving throw.
Scroll of Tarrasque Summoning
This scroll summons a tarrasque in an unoccupied space within 1 mile of you.
Scroll of the Comet
This scroll causes a comet to fall from the sky, forcing every creature in a 500-foot radius to make a DC20 dexterity saving throw or take 30d10 force damage.
Shield of the Hidden Lord
This sentient shield, which imprisons the soul of Gargauth, a pit fiend, provides a +2 bonus to AC and fire resistance. It also can be used to cast Fireball and Wall of Fire.
This +3 vorpal sword is a sentient blade that seeks to destroy evil dragons. If you miss on three attack rolls in a row, it will end your attunement with it.
The adhesive bond this glue creates can only be broken by a Universal Solvent or Oil of Etherealness.
This bottle can store one spell of up to 5th level at a time.
Sphere of Annihilation
This sphere destroys all matter it touches with the sole exception of artifacts. If it touches something larger than it, such as you, it deals 4d10 force damage.
Staff of the Magi
This staff functions similarly to a Rod of Absorption, but it can hold many more charges and can cast a different variety of spells.
This belt gives you resistance to lightning and thunder damage and a Strength score of 21 (unless your score is already higher). You can also activate the storm avatar form to gain several more abilities and a lightning-strike attack.
The Sunsword is a sentient Sun Blade whose sole purpose is destroying Strahd von Zarovich.
Sword of Answering
This is a +3 longsword. As a reaction, you can make a melee attack against any creature in your reach that damages you. You have advantage on this attack, and it ignores all resistances and immunities.
Talisman of Pure Good
This talisman can only be attuned by a good-aligned creature to whom it serves as a holy symbol that provides a +2 bonus to spell attack rolls.
Additionally, it has 7 charges that can be used to destroy evil-aligned creatures, leaving no trace of their existence.
Talisman of the Sphere
This talisman allows you to better control a Sphere of Annihilation.
Talisman of Ultimate Evil
This talisman can only be attuned by an evil-aligned creature to whom it serves as a holy symbol that provides a +2 bonus to spell attack rolls.
Additionally, it has 7 charges that can be used to destroy good-aligned creatures, leaving no trace of their existence.
Tinderstrike is a +2 dagger that deals an extra 2d6 fire damage on a hit. It contains a spark of Imix, Prince of Evil Fire and provides several fire-themed properties, such as the ability to speak Ignan, resistance to fire damage, and the ability to cast Dominate Monster on fire elementals.
Tome of the Stilled Tongue
This spellbook once belonged to Vecna, and it can be used to cast spells without somatic or verbal components. Vecna can watch anyone who uses this tome and may even send messages to them in its pages.
This solvent can dissolve any adhesive it comes in contact with, including Sovereign Glue.
Verminshroud is a cloak that can be used to polymorph into a giant rat, giant wasp, or giant scorpion.
It has several other abilities including resistance to poison damage, advantage on perception checks that rely on smell, and immunity to disease.
This +3 longsword can sever the head of most creatures with heads so long as you roll a 20 on your attack roll.
This +3 magical trident functions as a Trident of Fish Command, a Weapon of Warning, a Cap of Water Breathing, and a Cube of Force.
Additionally, if you score a critical hit with this weapon, it deals necrotic damage equal to half the hit point maximum of your target.
Waythe is a +1 greatsword that also functions as a Wand of Enemy Detection. Additionally, if you hit a giant with it, the giant takes an extra 2d6 slashing damage and must succeed on a DC 15 Strength-saving throw or fall prone.
Well of Many Worlds
This piece of cloth can be placed on any solid surface to create a two-way portal to another world or plane of existence.
This +3 warhammer instills in you a fear of being outside that gives you disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
It does provide several benefits, such as a powerful throwing ability, a shock wave when you hit the ground with it, and the ability to cast Detect Evil and Good.
White Dragon Mask
Dragon masks provide a number of benefits, such as resistance to the damage type associated with the dragon’s color, the ability to speak and understand Draconic, and a once-a-day legendary resistance.
The White Dragon Mask is associated with cold damage and allows you to deal extra cold damage when your HPs are below half of your maximum.
Windvane is a +2 spear that deals an extra 1d6 lightning damage on a hit. It contains a spark of Yan-C-Bin, Prince of Evil air and provides several air-themed properties, such as the ability to speak Auran, resistance to lightning damage, and the ability to cast Dominate Monster on air elementals.
This vane can be wielded as a +3 magic mace that deals an extra 1d8 radiant damage on a hit. It has several other properties but notably can be used to locate the happiest creature at the Witchlight Carnival.
This watch can be used to pack up or unpack the Witchlight Carnival.
Wreath of the Prism
This wreath of golden thorns and gems representing the might of Tiamat is used to dominate the will of beasts, dragons, and monstrosities through the casting of Dominate Monster.
The ythryn mythallar is a powerful object that draws on the magic of the Weave. It can be used to move great amounts of matter, power magical items, and control the weather of a 50 mile radius.
Akmon, Hammer of Purphoros
This +3 warhammer belongs to Purphoros, god of the forge on the plane of Theros.
Axe of the Dwarvish Lords
The axe of the dwarvish lords was forged by the First King of the dwarves. It was lost in a time of war when many factions vied for the power and status it bestowed.
Baba Yaga’s Mortar and Pestle
These powerful tools created by the mother of witches defy all laws of mortal magic. They can be used in many ways – as weapons, as tools, even as a teleporting vehicle.
Blade of Avernus
See Blade of Zariel
Blade of Broken Mirrors
An insane glabrezu named Ragazuu lives inside of this jagged dagger. The demon seeks to cause chaos and will attempt to convince the wielder to achieve his goals.
Book of Exalted Deeds
This book is the treatise on all that is good, and a good-aligned creature that manages to find it will have many benefits bestowed upon them so long as they continue to strive to do good.
Book of Vile Darkness
This book is the treatise on all that is evil, and an evil-aligned creature that manages to find it will have many benefits bestowed upon them so long as they continue to strive to do evil.
Crook of Rao
This crook was created to be a protection from evil, but it was cursed by the witch Iggwilv when she rediscovered it. While it can be used to banish fiends, it may have a reversed effect that summons hundreds of fiends.
Dekella, Bident of Thassa
Thassa, goddess of the oceans on Theros, bestows her trident upon mortals if she needs someone to carry out her will far from her domain.
Demonomicon of Iggwilv
This book contains all of Tasha’s research on demons. It has many powers spread between its pages and can be used to cast a number of powerful spells.
This horn was a gift from Tiamat to dragons in the war between dragonkind and giants. It can be used to alert all dragons within a few miles to prepare for war.
Ephixis, Bow of Nylea
Ephixis is a +3 shortbow that scores a critical hit on a 19 or a 20. It has four arrows that come with it, one for each of the seasons, each of which have different powerful abilities of their own.
Eye and Hand of Vecna
These artifacts were long thought to be the only remnants of Vecna, the Undying King. Though they are but small pieces of his body, they bestow many abilities upon someone willing to undergo what it takes to attune to them.
This warhammer carved from a single piece of obsidian holds a covetous ultroloth named Ciria within it.
The hammer provides many abilities, such as the ability to speak Abyssal and Infernal, a burrowing speed equal to your walking speed, and the ability to cast Earthquake, Meld into Stone, or Stone Shape.
This cauldron has two forms, and it can only be changed between forms by Iggwilv or Baba Yaga. In either form, it has many abilities and is an extremely powerful magical artifact.
Khrusor, Spear of Heliod
This +3 spear is blessed with the power of the sun. A worshipper of Heliod who wields this may unlock many abilities by wielding this artifact.
Lash of Shadows
This sentient whip can be used to poison creatures, blinding them, paralyzing them, or even turning them into stone.
Luba’s Tarokka of Souls
This deck of fate cards holds the spirits of many evil beings trapped by Mother Luba. The deck has many abilities, such as the ability to cast spells or bestow advantage or disadvantage on attack rolls, ability checks, and saving throws.
However, there is a chance that souls may escape from the cards.
Mace of the Black Crown
This powerful mace is guided by Xartaza, an erinyes that lives within it hoping to feed more souls to Asmodeus. Xartaza feeds evil thoughts in the form of dreams to the wielder of this mace.
Mask of the Dragon Queen
When the five dragon masks are assembled together, they form this artifact. This has the properties of one mask along with the resistances from all five.
Mastix, Whip of Erebos
This whip snares the reluctant souls of the dead and drags them to the Underworld. A follower of Erebos that wields this will have many benefits bestowed upon them for their piety.
Mighty Servant of Leuk-O
This large mechanical suit is often described as a cross between a disproportionate dwarf and an oversized beetle.
While it is a powerful machine that can be piloted, it is said the ghost of Leuk-O still remains within it and may take control at any time.
Orb of Dragonkind
These orbs can be used to call dragons and even command them.
Orrery of the Wanderer
This clockwork device can tap into the very power of the planes, although this power is likely to corrupt. Over time, it will convert your alignment to chaotic evil, urging you to seek the power of the darker planes to stop a terrible future.
Ring of Winter
This sentient ring seeks to take control of its wearer and force them to cause harm to everyone around them. It protects its wearer from detection, aging, cold damage, and many conditions. It can also be used to cast many spells.
This spear desires only to draw blood and pushes its user to solve every problem with violence. It ranges from a +1 weapon to a +3 weapon, and at its most powerful, it allows you to regain hit points whenever you slay a creature.
This stone can be used to undo an action. However, whenever it is used in this way, someone known to the user is erased from existence.
This rapier carries the blessing of Lolth, the Spider Queen. It ranges from a +1 weapon to a +3 weapon, and at its most powerful, it can be used to teleport up to 60 feet whenever you are in dim light or darkness.
Staff of the Forgotten One
This staff is powered by the imprisoned spirit of an archmage long ago killed by Acerak. The spirit will try to take control of anyone strong enough to attune to and wield this staff.
Stone of Golorr
This stone is actually an aboleth transformed into a stone. The aboleth Golorr knows the location of Lord Neverember’s secret vault, and you can obtain that knowledge by casting Legend Lore on the stone.
Sword of Kas
This sword contains the spirit of Kas, Vecna’s lieutenant who overthrew and slayed the evil lich. It can be used to destroy a creature attuned to both the eye and hand of Vecna.
Sword of Zariel
This powerful sword belonged to the angel Zariel before her descent. It transforms an attuned creature that it deems worthy into a heavenly, near-perfect version of themselves.
Teeth of Dahlver-Nar
These teeth are stories given form. Pulling a tooth from the bag conjures up several creatures and has one of many random effects.
The Bloody End
This morningstar holds the power of Bane. It ranges from a +1 weapon to a +3 weapon, and at its most powerful it can be used to Dominate Monsters with a DC of 17.
The Infernal Machine of Lum the Mad
This machine, which was once the command console of a planar craft, has hundreds of effects, both beneficial and detrimental, that can be activated by interacting with its console of gems.
Wand of Orcus
This is the favored weapon of Orcus, lord of undeath. It has many properties but most notably can be used to summon hundreds of undead to its wielder’s service.
Will of the Talon
This war pick channels the power of Tiamat herself. It is a sentient weapon that values leadership and decisive action and allows its user to activate several breath weapons, one each for the five heads of the dragon goddess.
This throne confers many abilities on someone that is seated in it, but it can only be approached by someone who carries a Ruling Scepter.
This screwdriver, which can only be attuned by an artificer, can be turned into any artisan’s tools of your choice.
Amulet of the Devout
This comes in a +1, +2, and +3 variety. It is a holy symbol that gives you a bonus to your spell-save DC and spell-attack bonus. Additionally, you can use your Channel Divinity once a day without expending one of its uses.
These spellbooks provide a bonus to your spell-save DC and spell-attack bonus. Additionally, you can increase the number of spell slot levels regained by Arcane Recovery by 1.
These tattoos grant you a boosted AC when you aren’t wearing any armor.
This vial can be used as a spellcasting focus for sorcerers, and it provides a bonus to your spell-save DC and spell-attack bonus. Additionally, you regain 5 sorcery points whenever you roll a hit dice.
These vessels can be filled with various liquids to produce a wide variety of potions.
Dragon’s Wrath Weapon
These weapons absorb the energy of a dragon’s breath weapon and deal damage of its type with their various abilities.
This belt grants monks a bonus to the save DC of their ki abilities and lets them regain ki points equal to a roll of their martial arts die.
These spellcasting focuses have a number of abilities based on their rarity and the type of dragon they are associated with.
Figurine of Wondrous Power
Many of these small statues of beasts exist. When you throw the statue at the ground, it becomes a living version of whatever beast was depicted.
These symbolic keys are symbols of status and renown that allow someone to access special areas within a guild of Ravnica.
Horn of Valhalla
These horns summon a number of berserkers from the halls of Valhalla to fight at your side.
Instrument of the Bards
These instruments were once the rewards for completing your study at one of the colleges of the bards. Now, they are used as powerful bardic-spellcasting foci that can be used to cast spells associated with each bardic school.
Many varieties of these powerful stones exist. These stones orbit the head of their wielder and confer special abilities upon them.
These sickles can be used by druids or rangers and provide a bonus to your spell-save DC and spell-attack bonus as well as to attack and damage rolls made with them.
When you cast a spell that regains hit points, this allows you to add 1d4 to the total.
Potion of Giant Strength
This potion gives you a high strength score, relative to the type of giant it is associated with, for 1 hour.
Potion of Mind Control
These potions allow you to cast a Dominate spell with effects that last for 1 hour.
These drums provide a bonus to your spell-save DC and spell-attack bonus. Additionally, you can use it to regain a use of your Bardic Inspiration.
Rod of the Pact Keeper
These rods provide a bonus to your spell-save DC and spell-attack bonus. Additionally, you can use it to regain one warlock spell slot each day.
These ornaments protect you from being charmed or frightened, along with other abilities depending on their rarity.
Spell gems contain a single spell from any class that can be cast at any time. The rarity and color of the gem determines its spell-save DC or spell-attack bonus.
A spell scroll contains the words of a single spell, and it can only be read and cast if you are of the appropriate class to do so.
These magical tattoos contain and trap a spell on your skin to be cast at a later time.
Wand of the War Mage
These wands provide a boost to your spell attack rolls and allow you to ignore half cover when making a spell attack.